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Mapping Help

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Mapping Help Empty Mapping Help

Post  KingNickolas Thu Oct 21, 2010 7:09 pm

I'm trying to make this map right now, but when i test it for some reason my ping goes 999.
I'm not sure what else to say. I'm using net-radiant, and everything checks out for the most part. All caulk is facing the void. I've got my player intermission, human intermission, and alien intermission where i want them. I'm using the atcs skybox, and all default textures. I'm using sv_pure 0, and devmap. I'm also using teleports.
I hope all that is any consolation.
Any help?
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Post  Guest Thu Oct 21, 2010 8:46 pm

Maybe if you were to take that giant cock out of your mouth it would work.

(im just kidding.)

Try doing osmething with that program you use.

Seriously though post more detail, do you see the map in the firstplace, is what you see fucked up etc. Not just i 999 when i play it.

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Post  KingNickolas Fri Oct 22, 2010 4:42 am

I see everything. Everything checks out exept for the 999 ping.
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Post  Guest Fri Oct 22, 2010 5:20 pm

KingNickolas wrote:I see everything. Everything checks out exept for the 999 ping.

Better, are you sure its not a server side problem? Do other maps work?

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Post  swamp-cecil Fri Oct 22, 2010 5:27 pm

i know what it is. one time, i used a certain water shader from a map. it was VERY well detailed; but that it what is making you 999. maybe if you're using a custom shader or that water shader thats the reason for the lag.
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Post  KingNickolas Sat Oct 23, 2010 1:31 pm

I'm using a couple atcs shaders (The lights.)
The same thing happened with my old computer, but then somehow i figured it out.
Anyways, I'll try deleting all the shaders and trying it again.
Thanks swamp.

*Edit*
Now i get this problem:

tremfusion 0.99r3_R1422 win_mingw-x86 Jul 6 2009
----- FS_Startup -----
execing default.cfg
execing autogen.cfg
execing autoexec.cfg
couldn't exec autoexec.cfg
----- Client Initialization -----
----- FS_Startup -----
execing autogen.cfg
execing autoexec.cfg
couldn't exec autoexec.cfg
----- Initializing Renderer ----
-------------------------------
QKEY found.
----- Client Initialization Complete -----
----- R_Init -----
WARNING: tess.xyz not 16 byte aligned
----- finished R_Init -----
------ Initializing Sound ------
SDL_Init( SDL_INIT_AUDIO )... OK
Loading "OpenAL32.dll"...
OpenAL default capture device is 'Creative SB Live! Series'
OpenAL capture device opened.
Sound memory manager started
Loading vm file vm/ui.qvm...
File "vm/ui.qvm" found in "C:\Documents and Settings\Owner\Desktop\Nick's Stuf\Tremulous\base\vms-svn931-backport-4.pk3"
UI menu load time = 518 milli seconds
UI menu load time = 32 milli seconds
UI menu load time = 44 milli seconds
SSE support is version 0
--- Common Initialization Complete ---
Winsock Initialized
Hostname: user-otsz0o6a21
IP: 192.168.0.42
Opening IP6 socket: [::]:30720
WARNING: NET_IP6Socket: socket: WSAEAFNOSUPPORT
WARNING: Couldn't bind to a v6 ip address.
Opening IP socket: 0.0.0.0:30720
------ Server Initialization ------
Server: ManoConFuego_b1
----- R_Init -----
WARNING: tess.xyz not 16 byte aligned
----- finished R_Init -----
----- FS_Startup -----
Loading vm file vm/game.qvm...
File "vm/game.qvm" found in "C:\Documents and Settings\Owner\Desktop\Nick's Stuf\Tremulous\base\vms-svn931-backport-4.pk3"
------- Game Initialization -------
gamename: base
gamedate: Apr 10 2007
!readconfig: could not open admin config file admin.dat
using layout "*BUILTIN*" from list ( *BUILTIN* )
********************
ERROR: SV_SetBrushModel: NULL
********************
----- Server Shutdown (Server crashed: SV_SetBrushModel: NULL) -----
==== ShutdownGame ====
----- CL_Shutdown -----
-----------------------

*Edit*
Here's a pic of the 99 ping error:

Mapping Help 999pin10

This isn't the map i'm making. I just made this boxmap for this purpose.
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Post  swamp-cecil Sat Oct 23, 2010 1:58 pm

KingNickolas wrote:ERROR: SV_SetBrushModel: NULL

most common map compiling error. look on tremulous.net common map compile error. You have an entity with no matching brushes IE a func_door that you deleted. You only delete its brushes. i hate whne this happens and you have to restart you whole map over again. sucks. no, im just fucking ith you Very Happy. to fix, select your WHOLE map, click invert (CTRL+I) and press DEL.
NUMBER 2#
KingNickolas wrote:*Edit*
Here's a pic of the 99 ping error:

Mapping Help 999pin10

This isn't the map i'm making. I just made this boxmap for this purpose.

look where it says "cannot build this item". you probably put in something that the Q3Engine cannot handle, like a model with too many Verts, and its still trying to build it. a question, HOW DID YOU MAKE SKYBOX AT THE SIDES OF THE MAP!!!

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Post  Dr.Pain Sat Oct 23, 2010 2:20 pm

swamp-cecil wrote:no, im just fucking ith you Very Happy.
LOL THINK I JUST PIISED MYSELF LAUGHING cyclops
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Post  KingNickolas Sat Oct 23, 2010 2:39 pm

The cannot build item is not the problem swamp. You see i pressed p on accident before i took the pic with f11. Usually i use p for taking screenies so that was an mistake. Anyways, i tried deleting all the brushes with alot of verticies, and it still isnt working. Anymore help?
Also, the setbrushmodel is fixed, thanks for the help! Smile
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Post  swamp-cecil Sat Oct 23, 2010 2:43 pm

KingNickolas wrote:The cannot build item is not the problem swamp. You see i pressed p on accident before i took the pic with f11. Usually i use p for taking screenies so that was an mistake. Anyways, i tried deleting all the brushes with alot of verticies, and it still isnt working. Anymore help?
Also, the setbrushmodel is fixed, thanks for the help! Smile

so, for screenshots you use P? if so, type in console /bind F11; which is the default screenshot taker, which may be a command that you used to screw up everything.
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Post  KingNickolas Tue Oct 26, 2010 3:49 pm

I figured it out i think.
No matter what i do, devmap does not work for me.
I know this because i just did /devmap atcs, and i still got 999 ping. It must be my client, not my map.
But now i cannot test my map whatsoever.
I would like it if somebody could test it to make sure there are no errors.
Download Link

Name of map:
Mano Con Fuego Beta Uno
(Yes it's spanish
spanish for "Hand with fire")
Story:
An old human base on mars is under control of aliens. Prototype teleporters were integrated into the base's systems. The human's mission is to take control of the base once more and use it as a safe point in order to attack the next alien HQ on mars.

Any help?
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Post  swamp-cecil Tue Oct 26, 2010 4:01 pm

KingNickolas wrote:I figured it out i think.
No matter what i do, devmap does not work for me.
I know this because i just did /devmap atcs, and i still got 999 ping. It must be my client, not my map.
But now i cannot test my map whatsoever.
I would like it if somebody could test it to make sure there are no errors.
Download Link

Name of map:
Mano Con Fuego Beta Uno
(Yes it's spanish
spanish for "Hand with fire")
Story:
An old human base on mars is under control of aliens. Prototype teleporters were integrated into the base's systems. The human's mission is to take control of the base once more and use it as a safe point in order to attack the next alien HQ on mars.

Any help?

Ima test it

EDIT1: OOOO a .map...

FEEDBACK:
Problemo numero unos: the human base does not have doors. the doors are walls
Problemo numero.....aww crap. what the hell with it
problem two: both bases need more lighting.
problem three: when opnning an alien base door, the faces that are hidden by the door are invalid textures
problem four: when the door opens, it texture overlaps with the wall. shrink the doors on both visible sides by 1 on the smallest grid scale.
problem four: when at the bottom 'field', you cant wallclimb or go up to the other floor.
problem five: the tube you put in is inverted. re-invert it because a dretch can go in but cant go out.
problem six: pecause of portals, your map looks glitchy. put each room away from eachother so you cant see each area.
problem seven: put some playerclip in some areas so players cant fall off
problem eight: MORE INVALID TEXTURES!??!?!?!?!?!?!?! just look for EVERY invalid texture and replace it with a decent texture
problem nine: to much use of atcs textures. only use the sand and forcefield.

overall, first maps almost always suck. im sorry to say, but this map is not in any shape to be fixed, or anything. work on another map.
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Post  KingNickolas Tue Oct 26, 2010 7:46 pm

Sad to say, this is not my first. =P
Anyways, all the textures should be default. I don't know why they are invalid. 0.o
I fixed about half of those things, but before i could replace it in the pk3, something weird happend and i couldn't overwrite it. I think i'll just make a different map now.
Thanks for all the help swamp. =D
(also, i am gonna get my client fixed so that i can test it myself.)

*Edit*
Nope, nevermind. I'm gonna fix it.
Everything is pretty simple, this should be a peice of cake(<--Its a lie).
Next post i'll get some screenies up.

*Edit 2*

I'll upload it to the server so you guys can look at it all you want. But for now, just wait till i got the screenies.
Everything that swamp said is fixed.

Download link:
Mano Con Fuego Beta Uno

Happy map-testing.
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Post  swamp-cecil Wed Oct 27, 2010 1:16 pm

KingNickolas wrote:Sad to say, this is not my first. =P
Anyways, all the textures should be default. I don't know why they are invalid. 0.o
I fixed about half of those things, but before i could replace it in the pk3, something weird happend and i couldn't overwrite it. I think i'll just make a different map now.
Thanks for all the help swamp. =D
(also, i am gonna get my client fixed so that i can test it myself.)

*Edit*
Nope, nevermind. I'm gonna fix it.
Everything is pretty simple, this should be a peice of cake(<--Its a lie).
Next post i'll get some screenies up.

*Edit 2*

I'll upload it to the server so you guys can look at it all you want. But for now, just wait till i got the screenies.
Everything that swamp said is fixed.

Download link:
Mano Con Fuego Beta Uno

Happy map-testing.

it better be beta than the last one.

FOUND SOME ERRORS Very Happy
people cant walk up the alien staircase without jumping
more atcs textures. only use forcefield and sand.
invisible light sources? use overhead lamps with some more light
fields are too open. make more walls and scenery
the "stage" has a bad texture
make the teleporters "inside" a wall
why do you make it so when you fall of, you "teleport" into that area? make it so that you fall into that area normally and add cushion at the bottom
on the bridges, you can wallclimb under it
the face of the brush that the overmind is on is completely black
humans base isnt detailed
im done looking.


Last edited by swamp-cecil on Wed Oct 27, 2010 1:30 pm; edited 5 times in total (Reason for editing : [color=olive]forgot the colouring[/color])
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Post  KingNickolas Wed Oct 27, 2010 2:00 pm

swamp-cecil wrote:




the face of the brush that the overmind is on is completely black


This is the only thing that i found helpfull. -.-
The rest i did on purpose.
Default textures = I don't have to make my own. (I'm lazy.)
That's right, mostly everything that i made on that map was on purpose! >=D
Anyways, i'll fix the om in b2, and i will prolly get some more areas for people to go into.
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